Editing User:Yo'ster/Desyncing updates

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===Squall===
===Squall===
A '''squall desync''' is performed by timing an input after a synced Squall Hammer. If a move is buffered after using it, the duo can act at the exact same time. (being perfectly synced actually works as a desync setup since the partner can buffer inputs sooner) This works whether or not an opponent is hit and whether or not the move is autocanceled.  
A '''squall desync''' is performed by timing an input after a synced Squall Hammer. If a move is buffered after using it, the duo can act at the exact same time. (being perfectly synced actually works as a desync setup since the partner can buffer inputs sooner) This works whether or not an opponent is hit and whether or not the move is autocanceled.  
Squall Hammer autocancels as long as the Ice Climbers land within a 5 frame window that starts after the aerial version's 25 frames of ending lag, meaning the player should be airborne during the end of the move to autocancel it and get the duo to become actionable at the same time. (being perfectly synced actually works as a desync setup since the partner can buffer inputs sooner) Pressing B during the last swing of the move will cause the Ice Climbers to hop off the ground and enter the autocancel window. The amount of ending lag left to incur before landing will be continued upon hitting the ground, so landing shortly before entering the autocancel window is sometimes acceptable. The squall desync works in all three of the Smash games the Ice Climbers are in. must be outside of 25 frames of endlag to autocancel.
Hop off of battlefield's (or small battlefield)'s platforms (upper to lower or lower to ground) on frame 40-44 or frame 53 to autocancel. frame 45-46 will make only 2nd climber autocancel.
Hop off PS2's platforms on frame 38-42 or frame 53 to autocancel. frame 43-44 will make only 2nd climber autocancel.


====Variants====
====Variants====

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